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Animation

About: Animation is a research topic. Over the lifetime, 17567 publications have been published within this topic receiving 238493 citations. The topic is also known as: cartoon & animated feature.


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Journal ArticleDOI
Ken Shoemake1
01 Jul 1985
TL;DR: A new kind of spline curve is presented, created on a sphere, suitable for smoothly in-betweening (i.e. interpolating) sequences of arbitrary rotations, without quirks found in earlier methods.
Abstract: Solid bodies roll and tumble through space. In computer animation, so do cameras. The rotations of these objects are best described using a four coordinate system, quaternions, as is shown in this paper. Of all quaternions, those on the unit sphere are most suitable for animation, but the question of how to construct curves on spheres has not been much explored. This paper gives one answer by presenting a new kind of spline curve, created on a sphere, suitable for smoothly in-betweening (i.e. interpolating) sequences of arbitrary rotations. Both theory and experiment show that the motion generated is smooth and natural, without quirks found in earlier methods.

2,006 citations

Journal ArticleDOI
01 Jul 2005
TL;DR: The SCAPE method is capable of constructing a high-quality animated surface model of a moving person, with realistic muscle deformation, using just a single static scan and a marker motion capture sequence of the person.
Abstract: We introduce the SCAPE method (Shape Completion and Animation for PEople)---a data-driven method for building a human shape model that spans variation in both subject shape and pose. The method is based on a representation that incorporates both articulated and non-rigid deformations. We learn a pose deformation model that derives the non-rigid surface deformation as a function of the pose of the articulated skeleton. We also learn a separate model of variation based on body shape. Our two models can be combined to produce 3D surface models with realistic muscle deformation for different people in different poses, when neither appear in the training set. We show how the model can be used for shape completion --- generating a complete surface mesh given a limited set of markers specifying the target shape. We present applications of shape completion to partial view completion and motion capture animation. In particular, our method is capable of constructing a high-quality animated surface model of a moving person, with realistic muscle deformation, using just a single static scan and a marker motion capture sequence of the person.

1,719 citations

Journal ArticleDOI
TL;DR: In cases where animated graphics seem superior to static ones, scrutiny reveals lack of equivalence between animated and static graphics in content or procedures; the animated graphics convey more information or involve interactivity.
Abstract: Graphics have been used since ancient times to portray things that are inherently spatiovisual, like maps and building plans. More recently, graphics have been used to portray things that are metaphorically spatiovisual, like graphs and organizational charts. The assumption is that graphics can facilitate comprehension, learning, memory, communication and inference. Assumptions aside, research on static graphics has shown that only carefully designed and appropriate graphics prove to be beneficial for conveying complex systems. Effective graphics conform to the Congruence Principle according to which the content and format of the graphic should correspond to the content and format of the concepts to be conveyed. From this, it follows that animated graphics should be effective in portraying change over time. Yet the research on the efficacy of animated over static graphics is not encouraging. In cases where animated graphics seem superior to static ones, scrutiny reveals lack of equivalence between animated and static graphics in content or procedures; the animated graphics convey more information or involve interactivity. Animations of events may be ineffective because animations violate the second principle of good graphics, the Apprehension Principle, according to which graphics should be accurately perceived and appropriately conceived. Animations are often too complex or too fast to be accurately perceived. Moreover, many continuous events are conceived of as sequences of discrete steps. Judicious use of interactivity may overcome both these disadvantages. Animations may be more effective than comparable static graphics in situations other than conveying complex systems, for example, for real time reorientations in time and space.

1,647 citations

Journal ArticleDOI
TL;DR: This article develops methods for determining visually appealing motion transitions using linear blending, and assess the importance of these techniques by determining the minimum sensitivity of viewers to transition durations, the just noticeable difference, for both center-aligned and start-end specifications.
Abstract: This article develops methods for determining visually appealing motion transitions using linear blending. Motion transitions are segues between two sequences of animation, and are important components for generating compelling animation streams in virtual environments and computer games. Methods involving linear blending are studied because of their efficiency, computational speed, and widespread use. Two methods of transition specification are detailed, center-aligned and start-end transitions. First, we compute a set of optimal weights for an underlying cost metric used to determine the transition points. We then evaluate the optimally weighted cost metric for generalizability, appeal, and robustness through a cross-validation and user study. Next, we develop methods for computing visually appealing blend lengths for two broad categories of motion. We empirically evaluate these results through user studies. Finally, we assess the importance of these techniques by determining the minimum sensitivity of viewers to transition durations, the just noticeable difference, for both center-aligned and start-end specifications.

1,626 citations

Journal ArticleDOI
TL;DR: Park et al. as mentioned in this paper found that students learned better when verbal input was presented auditorily as speech rather than visually as text, and that visual and verbal materials were physically close to each other.
Abstract: Students viewed a computer animation depicting the process of lightning. In Experiment 1, they concurrently viewed on-screen text presented near the animation or far from the animation, or concurrently listened to a narration. In Experiment 2, they concurrently viewed on-screen text or listened to a narration, viewed on-screen text following or preceding the animation, or listened to a narration following or preceding the animation. Learning was measured by retention, transfer, and matching tests. Experiment 1 revealed a spatial-contiguity effect in which students learned better when visual and verbal materials were physically close. Both experiments revealed a modality effect in which students learned better when verbal input was presented auditorily as speech rather than visually as text. The results support 2 cognitive principles of multimedia learning. Technological advances have made possible the combination and coordination of verbal presentation modes (such as narration and on-screen text) with nonverbal presentation modes (such as graphics, video, animations, and environmental sounds) in just one device (the computer). These advances include multimedia environments, where students can be introduced to causal models of complex systems by the use of computer-generated animations (Park & Hopkins, 1993). However, despite its power to facilitate learning, multimedia has been developed on the basis of its technological capacity, and rarely is it used according to research-based principles (Kozma, 1991; Mayer, in press; Moore, Burton, & Myers, 1996). Instructional design of multimedia is still mostly based on the intuitive beliefs of designers rather than on empirical evidence (Park & Hannafin, 1994). The purpose of the present study is to contribute to multimedia learning theory by clarifying and testing two cognitive principles: the contiguity principle and the modality principle.

1,352 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
20243
2023791
20221,760
2021495
2020730
2019806